Become the world’s first superpower and command the most incredible and vast war machine of the Ancient world. Dominate the enemies of your glorious empire by military, economic and political means.

Your rise will bring admiration from your followers but will also attract greed and jealousy, even from your closest allies.

Will betrayal strike you down, or will you be the first to turn on old friends? How much are you ready to sacrifice for your vision of Rome? Will you fight to save the Republic, or plot to rule alone as Dictator — as Emperor?

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With Rise of the Republic out August 9th, modders will have access to more unit parts and more scripting options as well as the Mod Filter Creative Assembly brought into Total War: Rome II with Desert Kingdoms back in March.

What is Rise of the Republic?

Rise of the Republic is a thrilling new campaign pack charting the events surrounding Rome in the 4th century BC. The campaign unfolds across a detailed map of Italy including Sicily, Sardinia, Corsica and Carthage, and depicts the tumultuous events which ultimately set the stage for the Second Founding of Rome.

The New Modding Update

Modders will be able to transfer regions between factions, spawn an army or navy in a chosen region, grant technologies through payloads, and restrict available technologies using scripted conditions. Incidents defined in the database can now be easily triggered from Lua. Mission awards may include agents. The new ‘Government Actions’ and ‘Centralised building upgrades’ mechanics introduced in the Rise of the Republic campaign can be customised and applied to any faction (and the same holds for the new Etruscan victory condition requiring the faction to maintain constant ownership over a certain region).

New Unit Parts

  • Accessories – 8
  • Armour – 26
  • Cloak – 2
  • Crests – 9
  • Greaves – 16
  • Hair and Beard – 28
  • Helmets – 58
  • Leg – 4
  • Skin – 14
  • Tunic – 7
  • Weapon – 8
  • Shield – 10
  • Shield Decals – 36

While adding features necessary for the new campaign pack Rise of the Republic, Creative Assembly thought that some of you modding enthusiasts may open to interesting possibilities for modding, so they made them accessible via scripting and the database. They also added a Lua function and a payload type for transferring the ownership of regions, a feature often requested by the modding community.

New script commands

  • transfer_region_to_faction(“region_key”, “faction_key”)
  • trigger_custom_incident(“faction_key”,”incident_key”, “payload”*)

*Optional: if not present, uses database-defined payloads.

New Lua Callbacks

The following callbacks have been added to \campaigns\main_invasion\scripting.lua and can be used as a reference.

  • CheckAdditionalTechnologyRequirements(faction_key, technology_key)
  • OccupationDecisionAvailableForFaction(faction_key, occupation_decision)

New incident payloads have been added

  • TRANSFER_REGION: Transfers the region of the event to a faction (defaults to player faction).
  • GIVE_TECHNOLOGY: Gives defined technology to the faction in the event. (defaults to random tech)
  • SPAWN_FORCE: Will spawn a military force that is defined with the following parameters:
    • STRENGTH: [number] number of units
    • UNIT_SET: [unit set key] * if absent defaults to the battle group of the owning faction.
    • NAVY: if present, creates a naval force in the sea connected to the regions port.
    • OWNER: [faction key]* If absent defaults to owner of target region.
    • X[number];
    • Y [number]: map co-ordinates for spawn* if absent, will be defined by target region.
    • DISTANCE: [number] distance from regions settlement* if absent, defaults to 0.
    • PIRATE: if present, the owner faction of the army will declare war on the nearest settlement. (designed to be used together with the NAVY and X, Y options, to make the spawned navy attack the nearest port).

New Mission Parameters

  • dont_lose_region has been added to mission objective types.
  • grant_agent as been added as a mission reward types.

New Mechanics

  • A new centralised building upgrade system that ties provincial upgrades to the provincial capital can be defined in the centralised_upgrade_building_level_junctions table.
  • Added a new mechanic called “Government actions” which optionally replaces the possibility to change a faction’s government type. Government actions can be defined using a combination of database records and scripting – see the faction_politics_government_actions_junctions table in the DB and the OnFactionPoliticsGovernmentActionTriggered function in \campaigns\main_invasion\scripting.lua.

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Comments  (0 - 10 of 68)
carmen-1294
carmen-1294

Let's see ... I mean, why do Rome II Total War factions (military units) speak in pure English? What instead of the languages ​​themselves !? Please explain to me... :-\

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cristiroth
cristiroth

Because you wouldn't have understanded a piece of frozen crap of what they would've said or how the troops would've been called.

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carmen-1294
carmen-1294

Nothing

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ThracianLord
ThracianLord

Not awesome lik first Rome, but still enjoyable. We can finally play as thrace faction, which is good, but unfortunatwly is a paid DLC.

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Tallestdavid
Tallestdavid

hey yall. how does one add amor on tunics when they come solo? I want to add a linthorax on a cut tunic but I don't know how to add stuff on it in the kit assembly beta.

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NGA5
NGA5

how download the original rome 2?

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AceAccess
AceAccess

does anyone know how to modify arrow tower stats ? just the towers that shoot arrows

I have PFM but I don't know which file I'm looking for here
also how do I change the number of the tables ?

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jango272
jango272

make a dragon age origins mod

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Total War: Rome II
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Highest Rated (4 agree) 9/10

This is a great game but could use some improvements like textures and the way the army's work it seems to simple it does not feel as fun as Rome 1 did also the whole "Free DLC" rubbish is annoying as well but overall it is a good game

Sep 5 2013 by appleby393

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